On the 25th of July 2020, the day after the
Gigaleak, its sequel Gigaleak 2 was uploaded to a thread on 4chan. This is a continuation of the leaks that were obtained from a iQue/BroadOn/Routefree hack earlier in the year.
This leak contained files for a Version Control Repository (CVS) owned by the creators of the Chinese iQue Player (Routefree). It mainly focussed on Nintendo 64 source code but also contained a few Gameboy Advance (AGB) files too. Note that this was sent from Nintendo to iQue for the purpose of creating a Chinese localised version of the main N64 games such as:
The first step after extracting the 7Zip file to to extract the tar archive, you can do this like so:
tar -xvf bbgames.tar
If you get an error such as “Cannot open: Invalid argument” it is due to some of the file names containing characters that are invalid on a FAT* based File System. So you will need to extract on a different file system such as NTSC 1.
You will need to first have the CVS command line utilities installed if you haven’t already then you can install like so:
brew install cvs
apt-get install cvs
Now run the command in a folder that you want to extract the files:
cvs -d path/to/download/d1/routefree/bbgames/depot checkout .
It is a very large repository so expect it to take a while to complete.
This section will give you an overview of all the main folder contained at the root directory of the extracted leak. The table below gives a brief description of what is in each folder, most of the folder are game specific:
|1080||Source code to 1080 Snowboarding|
|TFC||Source code for the Famicom emulator for NES used in Animal Crossing|
|cba||Source code for “Kobe Bryant in NBA Courtside”|
|cba2||Source code for “NBA Courtside 2: Featuring Kobe Bryant”|
|certs||Certificates for iQue Player?|
|club||Source code for the iQue Club application|
|devkit||N64 Dev Kit 5.0 (both pc & sgi) & Sound Tools|
|devsys||Partner N64 Development Kit|
|dm64||Dr Mario 64 Source code|
|f0x||Source code for F-Zero X|
|forest||Source code to Animal Crossing|
|game_manuals||Contains the Adobe Postscript files for the physical game manuals|
|marioAGB||Source code for Super Mario Advance|
|mk64||Source code for Mario Kart 64|
|os20l||N64 SDK OS Library Version 2.0L|
|ostrees||Contains versions (2.0E, 2.0F, 2.0G) of the SGI versions of the SDK|
|release||Compiled release versions of the source codes in rom format|
|sf64||Source code for Star Fox 64|
|sm64||Source code for Super Mario 64|
|tex_viewer||Source code for the N64 Texture viewer 2|
|tools||A bunch of Python and Perl tools to convert and compress various formats|
|wario4land_gba_ique||Source code for “Wario land 4” for the GBA|
|wr64||Source code for Wave Race 64|
|yoshi||Source code for Yoshi’s Story|
|z_majora||Source code for Zelda Majora’s Mask|
|z_ocarina||Source code for Zelda OOT|
|z_ocarina2||Source code for Master Quest (Ura Zelda)|
The 1080 folder contains two main subfolders apps and lib, the apps folder is where the main source code and assets are contained and the lib folder just contains a single static library known as
It is not clear what the purpose of the GDL static library is yet or if it was used in any other games, but we do know it was created by Giles Goddard due to this line in the Makefile:
There is also reference to a tool called GDEDIT in the same Makefile so it could be linked to this library or it could be that Giles just prefixed GD to the start of any tool he created.
There doesn’t seem to be any source code in the leaks for this library but since a static library is just an archive, we can list the contents with the following command:
ar t libgdl_u64.a
The files contained in the library will be listed in the table below along with any descriptions that help identify the purpose of the objects:
The main source code is neatly organised into a bunch of sub folders, this makes it one of the tidiest source code folders in the leak.
Unfortunately there is no uncompiled source code for 1080 snowboarding, so don’t expect any *.c or *.h files here, but the precompiled ELF objects *.o can be very interesting indeed.
If anyone is interested in a full rundown of what each of the pre-compiled objects contains and how they are related to the final ROM then let us know and we can create a new page for this purpose.
The source code for F-Zero X is nowhere near as well organised as the 1080 Snowboarding code, BUT it actually has source code and not just pre-compiled object files!
Also this is not just the code to the N64 version but also contains the 64DD course editor!
The source files seem to be named after the developer that was responsible for them, this was common practise in the early days of software development before good quality source control.
The table below covers the most common prefixes found in the F-Zero source code.
|dai_||Written by daisuke tsujimura|
|ko_||Written by keizo ohta|
|kn_||Written by masahiro kawano?|
|mo_||Written by shiro mouri ?|
|ot_||Written by tsutomu kaneshige?|
|sot_||Written by hiroki sotoike|
The following table below just contains the uncompiled source code files present in the root directory of the F-Zero X source code.
There are some interesting images in the F-Zero X source code, including an image of Beavis from Beavis and Butthead.
I FOUND THIS IN THE F-ZERO X TEXTURES pic.twitter.com/tlu1I2Tv9c— Zeether (@Zeether77) July 26, 2020
Animal Forest (Animal Crossing in the west) source code was initially based on the Zelda source code and thus has a few similar files to the OOT source also present in the leak.
The zelda_tool_copy founds far more interesting than it actually is, it is really just a subset of command line tools provided in the N64 and iQue sdks and none of them are zelda specific, these tools were used to create most games.
Note that if you are interest in the source code for any of these tools then you can find it in “BroadOn Leak”.
|romalign||Align a ROM file to a certain boundary|
|romfill||Source code for this tool in BroadOn leak|
|romaddress||Possibly new version of the romaddress perl script from the N64 OS SDK|
|rommap||Prints out a map of the ROM, similar to the rommap perl script from the N64 OS SDK|
|rommap_new||Modified version of rommap|
|slidec||SLI decompressor decompresses a szp or szs file (Version 1.0)|
|slicnv||SLI converter, converts szpfile to szsfile (Version 1.0)|
|sliencV11||SLI compressor (Version 1.1)|
What is interesting about the tools above is that it uses the SZS extension for compression, so Nintendo have been using this format from at least the N64 until present day Switch titles!
The source code for Mario Kart 64 seems to be missing most of the game engins source code, and appears to be mainly the game assets and code for screens that are heavily localized such as the Menus and End screens of the game.
This F1 car is found in a few Mario Kart 64 source folders. There is a version stored in the same format as Super FX models (GEO/3DG1), and a version converted to N64 source code. It was probably used in early tests and does not mean that MK64 was to be a F1 racing game. pic.twitter.com/hsi0ULrM8W— Starxxon (@vl_tone) August 1, 2020
The /release folder contains the result of compiling the source code for each game in this leak, in both english and Chinese ROM files.